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I've solved the problem already see post 3, will update the title.
the point is not to have to have another scene but do the stuff within the current one. Changes to templates are reflected in the current scene so...
Solution: mesh = go.GetComponent<MeshFilter>().sharedMesh; mat =...
Ok, I've found this: https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html Seems like it would solve the problem as it can render...
Hello :) I'm trying to render some models to the editor window without touching the current scene. You would then be able to change the objects...
Wow, that is a great answer! I was planning on doing exactly that. Thank You Very Much :)
My current opaque setup: Albedo: RGBA Metallic: RGBA Normals: RGB Occlusion: RGBA Emission: RGBA Would it be possible to instruct Unity to count...
Yeah, I'll probably have to do that - Baste and Your replies answer my questions. Thanks.
Unsure now. Static should make sure theres only one instance of that int. Sure you're not resetting it somewhere?
Why not make coins static and be done with it?
Thanks for the reply, it makes sense. As for the legal issues regarding A - are there any?
Hi all! I have been working on a project for a while and I'm currently separating it into a practically separate DLL - the only classes from...
Hi. When using a pixel perfectUI (all with point smoothing), everything works swell, fonts are nice and crisp. What is wrong is when the window...
Hi. I'm not saying it will not handle it - I'm just saying that I experienced a lot of GC spikes then. SQLite wrapper will translate the blob to...
Hi all! I am currently working on a game that requires storage of large number of variable length data nodes. I was looking for an embedded...
ok, makes sense. thanks!
@Aras - this means that Graphics.CopyTexture works only with textures that are uploaded to the GPU? That would explain it - had to go for software...
Yes, I've seen slight drops in Texture Array FPS(1-5%), I assume it's connected to the way they're handled - and it's to be expected. Texture...
o/ I'm using the same textures for all of those shaders for this task and I have a rather complex shader(over 94 vertex and 112 fragment...
I've successfully implemented the UI scaling for any resolution by setting the pixel size to constant and changing the scale factor to whatever...